Originally Posted by Alderin
There are far better skills that aren't even PvE only that come in more handy.
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Update - Monday, June 18, 2007
Amy Awien
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GloryFox
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Paragons? Hahaha. Did you ever want a paragon in your group over any other profession (unless running a searing flame build and thought "They're on Fire" would be nice). Something tells me that your answer then is quite different then your answer now! |
Peoples psychotic hatred for using a Paragon baffles my mind at times. Even when I was reducing party wide damage by 72% Setting everything of fire and increasing critical s by 63% it was not enough for some prejudices to die.
I don't care about what stupid people think anymore about the Paragon. It is still my favorite class and still I find it a joy to play despite noob ignorance.
ALSO.... Im a bit disapointed that any class can benifit from the Ritualist SS skill. You don't have to be a Ritualist to get the best benifit of the skill. I use it with my Paragon to increase the DPS I do in combat and it works quite well.
Too well in fact and I would like the see a change so that the Ritualist can get better use of it than other classes.
Perhaps an additional +1 damager per 2 ranks in Spawning Power?
Yichi
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Originally Posted by Engel the Fallen
Oh well, I guess I will go Ele / Dervish now to keep intensity up all the time.
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mazey vorstagg
What's wrong with intensity! With a enchanting mod and half recharge time it'll be just the same in power as all of those other little boosts.
I like it, it was overpowered!
A good update A-net (especially for Critical Strikes)
I like it, it was overpowered!
A good update A-net (especially for Critical Strikes)
Wacky
I'm happy with the content of the update. It makes the balance of power between the holy trinity and other classes a bit more even.
They really should have balanced the skills *before* they released them though, so people wouldn't complain about all the nerfs.
But you know, the ranger skills still need a buff (I don't really play ranger, so I don't really care though).
They really should have balanced the skills *before* they released them though, so people wouldn't complain about all the nerfs.
But you know, the ranger skills still need a buff (I don't really play ranger, so I don't really care though).
Series
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Originally Posted by drakun01
GW is beginning to lose one of the things that I prized most about it: the freedom to fo your own thing.
In most MMOs on the market, healers heal, tanks tank, nukers nuke, and rogues screw around in stealth. Not so in GW. The Healing Necromancers and Elementalists. Rangers effectively using swords and hammers, or spamming life stealing skills. Elite dungeons being ripped to shreds by groups made up of a single class. Ritualists using melee weapons to destroy anyone in their way. There are many other examples out there. But, as of late, that aspect of Guild Wars has begun to fade. The recent updates have been discouraging diversity. One of the key aspects of this game is the ability to utilize skills from two different classes to benefit both, like Monks using [card]Frenzied Defense[/card] or MS Elementalists running [card]Arcane Echo[/card] and [card]Echo[/card], or even warriors running [card]Physical Resistance[/card]. While it makes since that certain skills should be tied to the primary attribute, I think that they should allow for secondaries to use these skills to their advantage. Just change the skills so that only primaries get the most out of them. For example, Critical Agility is one that many classes would like to make use of. So, instead of cutting them off from it, instead change the wording so that is is something like this: For 4...13 seconds, you attack 33% faster and gain +10...22 armor. This Skill adds 4 seconds plus 1 second for each rank in Critical Strikes each time you score a critical hit, to a maximum of 4...13 |
On the next subject...
I'm sorry but all the rage quit posts and such are uncalled for. Just think for a moment...
Some people are quitting the game (read: throwing a hissy fit) because:
1. Anet adds new skills.
2. The skills are incredibly powerful.
3. Anet tweaks them to make them more useful to the undesirable classes and less overpowered but still good.
4. You suddenly are no longer able to beat the game and totally suck.
If you suck now, you sucked a week ago as well. I don't mean to sound harsh but that's just how it is. If you can no longer play your profession without an uber assassin skill on your warrior, for example, then well I hate to say it but Anet is not the one at fault. And trust me, I never thought I would be sitting here defending Anet. But from a balance point of view, they did wonders. They essentially made paragons, ritualists, assassins, and mesmers more powerful without destroying PvP game balance by using a creative idea. I would go on but I believe my last post covered it all.
Yichi
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Originally Posted by mazey vorstagg
What's wrong with intensity! With a enchanting mod and half recharge time it'll be just the same in power as all of those other little boosts.
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baz777
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Originally Posted by Silly Warrior
Elementalist
Elemental Lord: decreased the bonus to Elemental attributes to 1. Intensity: decreased duration to 10 seconds, increased recharge time to 45 seconds. |
Both skills now completly unusable and not worth a place on the skill bar
murtagh deadmoon
Good job A-net, you've restricted the skills in a reasonable way. The warriors are complaining about losing Critical Agility because it basically lasts 4 seconds for them, but how many other IAS skills do they already have? and if you noticed all the warrior skills Assassins could "borrow" to use only last that long anyway.
A-net dealt this in a reasonable way, I don't see the problem with intensity...You could easily cast it throw down your mass AoE and get some major use out of it? I'm not much of an ele so I wouldn't know
The other nerfs are well done GJ a-net
A-net dealt this in a reasonable way, I don't see the problem with intensity...You could easily cast it throw down your mass AoE and get some major use out of it? I'm not much of an ele so I wouldn't know
The other nerfs are well done GJ a-net
-Loki-
This is ridiculous. If they are going to balance these PvE only skills the way they balance normal skills, there's no point making them PvE only.
baz777
Elemental Lord: For 30...54 seconds, your elemental attributes are boosted by 1
[skill]Glyph of Elemental Power[/skill]
Please tell me, what is the point?
[skill]Glyph of Elemental Power[/skill]
Please tell me, what is the point?
Kool Pajamas
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Originally Posted by -Loki-
This is ridiculous. If they are going to balance these PvE only skills the way they balance normal skills, there's no point making them PvE only.
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I dont think these skills should be 1 hit killers but make them worthy of having over others.
spellsword
The ele skills are now useless... They are PvE skills, they are supposed to be overpowered. Change them back to how they were, then someone might actually use them. There is no point to use them now...
And what the hell were they doing for the last months if they only decided to nerf the skills now anyways?
gg Anet, you screwed up again. Guild Wars used to be good...
And what the hell were they doing for the last months if they only decided to nerf the skills now anyways?
gg Anet, you screwed up again. Guild Wars used to be good...
Cebe
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Originally Posted by baz777
Elemental Lord: For 30...54 seconds, your elemental attributes are boosted by 1
[skill]Glyph of Elemental Power[/skill] Please tell me, what is the point? |
Well I'm certainly not going to kill myself trying to clamber up the Friend of the X title track...there is very little point in many of these new skills...I'd rather just stick to my usual builds tbh.
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Originally Posted by spellsword
They are PvE skills, they are supposed to be overpowered.
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Diablo???
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Originally Posted by baz777
Elemental Lord: For 30...54 seconds, your elemental attributes are boosted by 1
[skill]Glyph of Elemental Power[/skill] Please tell me, what is the point? |
Gli
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Originally Posted by murtagh deadmoon
Good job A-net, you've restricted the skills in a reasonable way. The warriors are complaining about losing Critical Agility because it basically lasts 4 seconds for them, but how many other IAS skills do they already have? and if you noticed all the warrior skills Assassins could "borrow" to use only last that long anyway.
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Oh no, "There's Nothing to Fear!" is useful to other professions! Can't have that, because no one likes Paragons and we want to give them one skill to make it all better. Argh! those dervishes are running Critical Agility! Stop them, that skill was meant to make assassins feel loved. No one else should have these skills, it's just not right! Nerf, nerf, nerf!
What was that, someone is running Vampirism on a necromancer? Necrosis on a mesmer? Who cares. *snicker* Those skills are nothing special. Who plays mesmers anyway?
Bug John
is it normal that critical agility is only reloaded for 4 seconds when you land a critical hit ?
xDusT II
I think it ironic that they combined two of the worst things a mesmer can do in PvE into one skill.
E-Denial is useless in pve. Enough said.
Degen is for the most part, useless in later areas of PvE (Sub-Par Damage)
E-Denial is useless in pve. Enough said.
Degen is for the most part, useless in later areas of PvE (Sub-Par Damage)
Prize_check_asker
Intensity: 10seconds lasting time / 45 recharge time = not fun.
25-30secs lasting time / 45secs recharge time = would work? Maybe... or not, don't know.
At the moment intensity really isn't worth of using in most places... after all, these are only-pve skills, no need to nerf them to ground. >>_>>
(I am happy for mesmer pve-skill buffs but sadly I don't own a pve-mesmer.)
25-30secs lasting time / 45secs recharge time = would work? Maybe... or not, don't know.
At the moment intensity really isn't worth of using in most places... after all, these are only-pve skills, no need to nerf them to ground. >>_>>
(I am happy for mesmer pve-skill buffs but sadly I don't own a pve-mesmer.)
Ferret
Bad nerf of ele skills...45 sec recharge, ouch. I was about to start trying em out too.
Also, i think tying them to attributes has rather buggered them. I was looking forward to the Paragon Sunspear skill until they linked it to leadership, now it rather screws it for my build. Maybe if it was 1 second for each rank, not every two?
Ah well, good skills come along that have NO effect of PvP and they skill get nerfed 5 secs later.
Hope they all get evened out better by the end of the week.
Also, i think tying them to attributes has rather buggered them. I was looking forward to the Paragon Sunspear skill until they linked it to leadership, now it rather screws it for my build. Maybe if it was 1 second for each rank, not every two?
Ah well, good skills come along that have NO effect of PvP and they skill get nerfed 5 secs later.
Hope they all get evened out better by the end of the week.
NinjaKai
Either Glyph of Renewal disappeared. Or people are mainly moaning how they can't use intensity with their powerful damage elites. It is usable, just not with powerful elites. I think it's well balanced since you can still use it effectively. I'm also very glad they made the other skills profession specific.
zakaria
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Originally Posted by -Loki-
This is ridiculous. If they are going to balance these PvE only skills the way they balance normal skills, there's no point making them PvE only.
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QoH
Not all skills linked to their primary attributes, seems a bit illogical.
Seef II
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Either Glyph of Renewal disappeared. Or people are mainly moaning how they can't use intensity with their powerful damage elites. It is usable, just not with powerful elites. I think it's well balanced since you can still use it effectively. I'm also very glad they made the other skills profession specific. |
I goshdarned liked Critical Agility on my Dervish. Good reason to run /A instead of /W or go pure D. Now, I've lost a slot, having to take Conviction + Heart of Fury to do what Critical Agility did. How's that for opening up new builds?
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Ah well, good skills come along that have NO effect of PvP and they skill get nerfed 5 secs later. |
EPO Bot
Lets see:
Assassin: Good change since it makes assassins more wanted in pve. It's no longer imba for wamma's but they were strong enough on their own.
Ele: I always tought this skill was meant to spike a vip enemy into sub atomic particles, no to permanently make ele's godlyer. Good change too.
Paragon: TNTF changed into what it should have been in the first place. Now even the n00best mending pug can no longer deny the usefullness of this class.
And about the Ranger beast skill: This one is to promote real beast mastery intead of using your pet as fuel to spawn minions. Archers and trappers didn't need a buff, since there already was nothing they couldn't handle.
Derwish needed a buff in pve since it was pretty hard for them to find a pug if they wanted one. So keping up your avatar is fine for me. (in pve only)
Mezmers simply became better at what they do. They will still have problems finding a party, but that's because your average pugger can't understand what makes them good.
Ritualist do exactly what they need to do. Vampirism is something to make secondary Rit's happyer i guess.
All in all, this update is sound. Of course people whine because they cant pwn anymore, but i harbor no illusion of the average mmo crowd.
Good update.
Assassin: Good change since it makes assassins more wanted in pve. It's no longer imba for wamma's but they were strong enough on their own.
Ele: I always tought this skill was meant to spike a vip enemy into sub atomic particles, no to permanently make ele's godlyer. Good change too.
Paragon: TNTF changed into what it should have been in the first place. Now even the n00best mending pug can no longer deny the usefullness of this class.
And about the Ranger beast skill: This one is to promote real beast mastery intead of using your pet as fuel to spawn minions. Archers and trappers didn't need a buff, since there already was nothing they couldn't handle.
Derwish needed a buff in pve since it was pretty hard for them to find a pug if they wanted one. So keping up your avatar is fine for me. (in pve only)
Mezmers simply became better at what they do. They will still have problems finding a party, but that's because your average pugger can't understand what makes them good.
Ritualist do exactly what they need to do. Vampirism is something to make secondary Rit's happyer i guess.
All in all, this update is sound. Of course people whine because they cant pwn anymore, but i harbor no illusion of the average mmo crowd.
Good update.
glountz
The elementalist nerf is bad. I propose this balance.
Intensity:
5 1c 10r
For 10 seconds, the damage of your spells is increased by 5..10...15%.
Just lower the buffs itself instead of making it just plain unusable without any recharge buff (which compress again the so small skillbar of the elementalists, which is devoted for half of it to e-management and utility).
Anet seriously, stop giving killing drawbacks on a skill because you made an overpowered effect. Just lower the overpowered effect.
You know, like Ensign proposed for SF, or for discord ,etc...
Elemental lord
10 2c 20r
Skill. For 10...30 sec, your elemental attributes are boosted by 2. You loose 1 energy each time you successfully cast an elemental spell.
Works a little like Zealot's fire now. Elemental lord would know increase damage at the expense of energy, which is what elementalists are made for, no?
Intensity:
5 1c 10r
For 10 seconds, the damage of your spells is increased by 5..10...15%.
Just lower the buffs itself instead of making it just plain unusable without any recharge buff (which compress again the so small skillbar of the elementalists, which is devoted for half of it to e-management and utility).
Anet seriously, stop giving killing drawbacks on a skill because you made an overpowered effect. Just lower the overpowered effect.
You know, like Ensign proposed for SF, or for discord ,etc...
Elemental lord
10 2c 20r
Skill. For 10...30 sec, your elemental attributes are boosted by 2. You loose 1 energy each time you successfully cast an elemental spell.
Works a little like Zealot's fire now. Elemental lord would know increase damage at the expense of energy, which is what elementalists are made for, no?
Longasc
Good Update.
This addresses the potential abuse of many skills with non-primaries. For Assassins and Paragons, within the usual parameters/builds they even got a buff.
I still think some skills need to be nerfed. The Paragon skill needs no healing e.g. - it is still an awesome must have, 35% less damage, even without it.
I think the Ele changes are okay, too. They were too good, now they are questionable: Worth the slot or not. Not sure about that, but a nerf was needed.
I would have liked some other skill for Eles, like some kind of universal nuke for Air/Water/Earth eles, not a damage amplifier.
This addresses the potential abuse of many skills with non-primaries. For Assassins and Paragons, within the usual parameters/builds they even got a buff.
I still think some skills need to be nerfed. The Paragon skill needs no healing e.g. - it is still an awesome must have, 35% less damage, even without it.
I think the Ele changes are okay, too. They were too good, now they are questionable: Worth the slot or not. Not sure about that, but a nerf was needed.
I would have liked some other skill for Eles, like some kind of universal nuke for Air/Water/Earth eles, not a damage amplifier.
Traveller
I think everyone can agree that some of the skills were overpowered, but I still would've liked to see a buff on the more worse ones, especially when it was said that mesmers would get a PvE buff with their sunspear skill. We have been told that these skills (and the last update in general) is still in evaluation period, so to speak, so I expect to see additional buffs too and just not always further nerfs!
Milennin
Don't care much about the update, saw it coming; the Critical Agility skill was nice on my Warrior, but I can still kick ass without it.
The Elementalist skills got nerfed most, and look pretty bad now, especially when comparing them to pre-nerf.
Paragon is still good, I think, just linked to the primary attribute which is a good thing, wish they did with all of the new skills.=P
The Elementalist skills got nerfed most, and look pretty bad now, especially when comparing them to pre-nerf.
Paragon is still good, I think, just linked to the primary attribute which is a good thing, wish they did with all of the new skills.=P
Sophitia Leafblade
I think its a great update, most of the new skils were seriously overpowered and were usable on any profession, they deserved a tweaking to be fair. And the faction exchange buff is great Less grinding, Thanks Anet
-Loki-
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Originally Posted by Celestial Beaver
I was always under the impression PvE skills were supposed to augment your current skills...not "look at target foe and PWNZORZ all the foes on the map"
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judgedread33
i find it realy sad that they nerf the sin skill so wars cant use em.... im mean wth i get a stupid adrenalin cyclone axe that doesnt evn charge its self either they make the sin skill usable by wars or they buff the realy lame war skill
Gli
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Originally Posted by EPO Bot
Lets see:
Assassin: Good change since it makes assassins more wanted in pve. It's no longer imba for wamma's but they were strong enough on their own. |
Quote:
Originally Posted by EPO Bot
Paragon: TNTF changed into what it should have been in the first place. Now even the n00best mending pug can no longer deny the usefullness of this class.
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Oh, and apparantly the one skill wasn't enough, the Paragon also got a sweet sweet skill in the form of the Warrior's "Save Yourselves!"
Take away the Warrior's access to another profession's skills and give the Warrior's skill to another class. Brilliant.
The whole thing smells of bad design. Either tie every PvE skill to the primary attribute or none.
Servant of Kali
I agree with Loki in a way that PvE skills ofc shouldn't be balanced as PvP skills. However, where's the line? Everyone expected these PvE skills to be stronger than normal ones in PvE -but- the initial skills (some of them) were seriously blatantly overpowered to the point where it didn't matter anymore if you play assassin or a warrior.
But it's true, PvE isnt about balance. PvErs always biatch at balance. Look at SS nerf to 15e (after it was buffed). People STILL complained! And the truth is, this skill at 25e would still be overpowered in PvE.
But it's true, PvE isnt about balance. PvErs always biatch at balance. Look at SS nerf to 15e (after it was buffed). People STILL complained! And the truth is, this skill at 25e would still be overpowered in PvE.
-Loki-
I'm not saying they should be as powerful as celestial skills, which were, quite simply, ridiculous (1 skill, all members are on 100%hp, and lose all hexes and conditions...). However, they need to be more powerful than normal skills, otherwise, aside from it being stupid that they are limited to PvE only when skills for PvP do the same job better, but they simply won't get used (for that very reason).
arcanemacabre
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Originally Posted by -Loki-
I'm not saying they should be as powerful as celestial skills, which were, quite simply, ridiculous (1 skill, all members are on 100%hp, and lose all hexes and conditions...). However, they need to be more powerful than normal skills, otherwise, aside from it being stupid that they are limited to PvE only when skills for PvP do the same job better, but they simply won't get used (for that very reason).
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They don't have to be overpowered, just unique enough to be used in a PvE situation. Really dumb the way they did it.
rohara
bummer on the ele skills. they were a little too powerful, but now they're rather useless
Marth Reynolds
Darn why did they have to make that para shout leaderschip related.
I've seen it work wonders on a primary ranger with expertise.
And both ele skills are useless now good job Anet (/sarcasm)
Sin skill was overpowerd i agree on that, but it's pve only why nerf it this bad When we have kanaxai aspects in pve that deal 180 dmg in a single attack (not to mention they got 100% double strike with that ench)....
Mesmer recharge got lowerd that's decent maybe i'll consider em now.
I've seen it work wonders on a primary ranger with expertise.
And both ele skills are useless now good job Anet (/sarcasm)
Sin skill was overpowerd i agree on that, but it's pve only why nerf it this bad When we have kanaxai aspects in pve that deal 180 dmg in a single attack (not to mention they got 100% double strike with that ench)....
Mesmer recharge got lowerd that's decent maybe i'll consider em now.
Woutsie
"Using the "Raise Alliance reputation" option with the Kurzick/Luxon faction reward NPCs now gives 10,000 points toward the corresponding title track. The cost is still 5,000 faction points, and the reputation gained by the alliance is still 5,000. "
I like
I like
Z'HA'DUM
i dont feel like playing gw anymore...